[BERMUDA] Ruins of Vogen - (Into the Underhive p2)

BdaGamer

Juve
Nov 29, 2018
10
7
13
Bermuda
After an enjoyable initiation to Necromunda by Turf War. The group has expanded by one player and we are diving headlong into our next campaign. Borrowing some house rules found on Yaktribe, we decided on the following as our campaign rules. The campaign will be narrative based with small players led stories interjected throughout.

The Ruins of Vogen Dominion Campaign
Welcome to everyone taking part (and watching from the sidelines) for this Dominion campaign. For everyone’s reference below are the campaign rules, house rules and other house keeping things that everyone needs to keep in mind to help make this a successful campaign.

The campaign will be run in line with the Dominion Campaign based on 6 weeks of Occupation Phase, and then 6 weeks of Takeover Phase.

Players are allowed to make ONE challenge per week of the Occupation and Takeover phases starting with the player with the lowest number of territories (roll off for any draws). That means players can, and will, more than likely play more than one game some weeks.

Unless stated in this post the rules as written in Underhive (or the free pdf) will be used in full.

Gang Creation
Gangs can be created from any of the Underhive Gang War books, or the Gangs of Necromunda, or from any of the White Dwarf articles (Venators, Chaos Cult, Genestealer cult) with the following amendments:
1. All weapons will use the weapon stats in the Necromunda book.
2. Expanded House Weapon lists from Necromunda are to be used.
3. A fighter can be equipped with a maximum of three weapons (a reminder)
4. Common items in the trading post are always available, including at gang creation
5. Gangers are limited to Special Weapon access. When the gang is created one ganger can be armed with a special weapon. However only 1 ganger can be equipped with a special weapon for every full 10 rep the gang has (i.e. 0-10 rep means 1 special weapon, 11-20 means 2 special weapons, etc.), as per gang creation tables.
In addition the following house rules/clarifications also apply:
• Non-Standard Miniatures – Players are encouraged to use what models they have available. Models swill need to be on a 25mm or 32mm base, miniatures do not need to be GW.
• WYSIWYG - All models should be modelled with their main weapon that they had at gang creation. Weapons added after gang creation should be modelled as soon as practicable. Flexibility is allowed and creativity is encouraged.
• House Favours – roll 1d6 in the pre-game setup, on a 6 your house has shown you favour and you get one random roll on the chart. House favours may not be called in for the first 2 weeks of the campaign.
• Toxin - Toxin attacks get a save. (Less a house rule and more a reminder as this seems to be the intent.)
• Recovery - Models that suffer being in recovery only miss one game and one post game sequence.
• Unable to play game – Life happens. When due to life circumstances, the players can roll off to decide the territory, and the game is a draw. The challenge can roll for “Capture” with a +2 bonus. This represents the gang running away from the battle.
• Refusing a challenge – when player refuses a challenge, they concede the territory. It remains unclaimed and bonuses are lost.


Confirmed Participants
BdaGamer Gang: House Goliath - The Jokers
AaronB Gang: House Van Ssar - The Syndicate

My gaming groups Campaign:
https://yaktribe.games/underhive/campaign/ruins_of_vogen_-_(into_the_underhive_p2).2246/
 

BdaGamer

Juve
Nov 29, 2018
10
7
13
Bermuda
"As the dust starts the settled the gangs have established their territory and rumblings of skirmishes are heard over the city."
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Using the standard Dominion we have decided on 12 territories, using the "Into the Unknown" a deck of territories has been created and after the battle the players can randomly draw to see what the new territory is. We think this will make the takeover phase more important as gangs will be seeking specific bonuses.
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Current Challenges

The Syndicate (Van Saar) challenged Jokers (Goliath)
Dying Flame (Cawdor) challenge the Syndicate (Van Saar)
Toxic Babes (Escher) challenged the Syndicate (Van Saar)
Jokers (Goliath) challenge the Toxic Babes (Escher)

Van Saar have a busy week, with two gangs gunning for them.

Note: We routinely have ran the old Vogen campaign published by GW, so it has become a staple location in our game group.
 

BdaGamer

Juve
Nov 29, 2018
10
7
13
Bermuda
One of the gang leaders has been ill so the narratives are delayed.

Ruins of Vogen – Occupation Week#1
- (Battle#1) Goliath vs Escher: Sabatoge

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Bashlode and his Jokers crept through the tunnels as they approached the Escher totem. He was not going to allow them girls to get a claim on this territory first. Valkerie, finished her rounds making sure the Toxic Beauties were not slacking off on sentry duty. A rumor had reached her ears that the Jokers were prowling around. Those dumb brutes would not catch her girls flat footed.

As the Jokers crawled through the ducts the Babies patrols wondering peering into shadows. Ash growled at her girls as their lax stances could leave them caught on the open.

The Jokers pressed their advantage as the alarms were raised by a well-placed krak grenade. Though it missed it made a sounding “boom”. The Eschers were quick to reply with las blasts and stiletto knives. The Jokers looked on as the girls melee prowess was a match for theirs. Both gangs paused as a large explosion were heard, as Bashgang smashed into the totem destroying it with a blinding bull rush.

The Jokers stalked off into the night laughing hooting in the dark, as the Toxic Babies disappeared into the shadows. Valkyrie plotting her revenge.
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Victory - Goliaths (!)
Was the first game for the Escher player and first time the group had used Sentries. Pure amusement as sentries do the oddest thing. We may consider tweaking the rules to make it abit more lifelike.

 
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BdaGamer

Juve
Nov 29, 2018
10
7
13
Bermuda
Ruins of Vogen – Occupation Week#1 - (Battle#2) Van Saar vs Goliath Stand Off
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The Syndicate took positions around the field as the Jokers stomped around. The Jokers laughing and taunting the Syndicate. The unclothed brutes not attempting a stealthy approach.

With a surge the Jokers barreled forward, Bashlode shouting orders. Seeing this advance Onyx, directed his gang to flank the beast as suppression fire was laid down. The Jokers seemed unphased as their plates seemed to deflect most shoots, barely scratching the brutes. The Van Saar took positions and started to focus fire, as Bashgang crashed into the Syndicate defense line, the Jokers running behind to support.

Onyx looked around and decided discretion was better than valour and ordered a retreat as the Jokers started to take his gangers out. Yari, hearing her boss call the order to retreat, noticed a Joker come into her sights. As she drew a bead she noticed it was the Joker leader, Bashlode… and decided to send a parting gift. She smiled as she pulled the trigger.

Bashlode cheered as the Syndicate started leave the field. His booming laugh was cut short by a gurgle as a well he looked down to a burning hole in his chest. Claiming their moral victory the Syndicate fled the field, the curses of the Jokers following.
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Victory - Goliaths (!)
Was a close game and the dice were in favour of the Goliaths. Both sides made a ridiculous amount of 6+ armour saves. The passing shot on Bashlode was hilarious and almost ended his reign. Will need to consider who will take over if he dies.

 
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BdaGamer

Juve
Nov 29, 2018
10
7
13
Bermuda
Ruins of Vogen: Week#1 - (Battle#3) Van Saar vs Cawdor: Sneak Attack
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Tom had a plan. A plan to get even for the lost that the Van Saar gang dealt him. He would defile their sacred relic deep in the heart of the Van Saar territory. In the pitch dark of night. Tom lead his newly formed gang members through the shadows. Move swiftly and quietly, it should easy for them, after all most Cawdor children steal from those more fortunate then them.

Closer and closer the Cawdor gang members got to their goal. The newly appointed Champion - B'Rolland was eager to impress his new leader and lead one other ganger closer to the relic. Then suddenly, an arms length away. A member of Van Saar (Tino) turned and faced them. They were surely caught...but by some miracle the Van Saar did not see them. The Emperor was surely looking out for them. However, up on the rafters another Van Saar member spotted the would be heroes.

A shot rang out from the darkness and forced the Van Saar up on the rafter to take cover. The alarm blares and Tom orders the remaining Cawdor members to make a mad dash to the relic. The blades of Cawdor drew blood that night and victory was achieved by defiling the relic with the words "Cawdor Remembers!! The Fire still burns!"

Tom had his revenge that night.
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Territory:
Gambling Den
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Victory Cawdor (!)
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BdaGamer

Juve
Nov 29, 2018
10
7
13
Bermuda
(Campaign Event#1) Van Saar vs Cawdor vs Escher vs Guilders
Caravan Heist with a Dash of Kidnapping</b>
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The Guilders were moving some newly “employed” hanger on through an old abandoned facility. Rumors had spread that they were moving and they expected some trouble. Preparing the vehicle with minor defensive cladding they slowed as they approached the zone. The eerie quiet alerting them that something was amiss.
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The Cawdor had received word that a caravan filled with valuable loot and two valuable prisoners were being transported through the under hive. Unfortunately, some other gangs had received word as well and the caravan will not be forever. Due to the short notice, Tom only had a chance to gather 4 of his men, the Champion was among them and they headed to steal and claim their loot or even gain a valuable addition to their gang.
As soon as the caravan arrived, Tom saw that the other gangs were there as well. Cawdor plan was simple....snatch and grab...they did not have the numbers to sustain a prolonged fight. Merica dash towards the caravan, but unfortunately did not make it that far. The Champion B'Rolland was taking heavy fire from the gaurds of the caravan and made him fell from his elevated position - he was effectively out of the mission and wont be able to support the rest. However, Chardorah was trying to patch him up and get him back into the fight. While Tom provided cover fire, Mondocan manage to run up to the caravan and hold on for dear life. Some time after Chardorah was able to get into the fray after helping B'Rolland up on his feet after such a dreadful fall. The other gangs were getting closer and a Van Saar managed to extract a unknown individual from the caravan. Mondo moved in and engaged with the Van Saar but suddenly a Esher came out of no where and gased bomb both the Van Saar, Mondo and the unknown person. The only person left standing was Mondocan - the emperor protects. As the caravan drew closer to the edge of the territory the gangs retreated with their loot.
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The signal had been sent down the line. The caravan was on time and on route. Onyx, current leader of the Van Saar splinter ‘Syndicate’, made sure everyone knew to check their ammo and gear. Hard times had set upon the gang and they were strapped for creds. A quick heist of Imperial credits would ease up some pressure on them all. Movement to the north gave him pause. He could have sworn he saw what looked like a ganger from the ‘Toxics’ creeping. Their colors a telltale sign… Well… they’d just have to Babiessee if they could avoid mixing it up with the ladies and make a grab for the credits. Motioning to Yari and Max to pass the order down, Onyx began to move toward the end of alley. He meant to cut off the caravan and grab what they could before leaving with as little shots fired as possible. The ‘Toxics’ either hadn’t seen them or were ignoring them. A good sign so far.
Shots rang in the air! Sounded like someone else had engaged the caravan. Dying Flames?… It had to be… doubtful it could be Jokers… doubtful… the shots sounded like auto-guns… Word travels quickly in the Underhive. Credits made everyone antsy. There was rumor of special “guests” on the caravan as well. If it was who he thought in there, this could be a good night indeed.
Keeping the gang moving north and relatively out of sight, the odd las-carbine sounding off behind him. Onyx came close to the ‘Toxics’ rear guard. They seemed to ignore each other for the most part. He hadn’t seen Valkyrie yet though… so he was still being careful. Without confirmation from her, basically a scowl or a grin… she was so temperamental… he was planning to just avoid them and let them do their own thing. The Flames were a bit more predictable. They shot first and asked if you were dead later.
The guards aboard the caravan were fully alert now. They were being fired at from all sides. What seems like a concerted effort to thin their numbers was going well, almost too well. There were several guards down and from what he could tell no gangers had been seriously hurt. The ‘Flames’ were handling their side of the alley with ease while the ‘Toxics’ seemed to be taking a bit more fire at the end of the alleyway. A lone support sniper had appeared but several of the ‘Syndicate’ were attempting to keep his head pinned down. Onyx made a dash for the caravan behind Max, las suppressors firing at the sniper’s location. Max made a grab inside and pulled out bag, the credit emblem made them both smile briefly. Onyx did a quick check inside, noting a cloaked figure, he held out his hand and together they made a move to get away from the caravan before they were spotted by the guards.
Before they could get far, a “FWOOSH!” knocked them both off their feet. Struggling to his knees, Onyx saw the cause and the culprit… a ‘Toxic’ had used her chem-thrower on them… the cocktail of chemicals has started to eat through his suit… He looked around… the lifeless body of the person he’d attempted to rescue lay in a pool of noxiousness… burnt and slightly dissolved. Hanging out of the folds of the cloak, an Imperial ID, slowly dissolving as it sank into the goo… He’d been a doctor… few and far between in the Underhive let alone seconded to any gang. That was a shame… angry he’d let the ‘Toxics’ take out his target… Onyx limped off… hoping they had gotten enough credits for his own visit to the nearest criminal overpriced doctor…
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Victory - Guilders (!)
The Guilders managed to escapes without losing 5 loot tokens. The loss of the Rogue Doc was a unexpected and the Slopper remained in the “employment”. The three gangs tried to work together until the back stabbing ensued. Hilarity on all sides. The piece-de-resistance, was when the Escher decided "if I can't have him no one can" and roasted a captive in an attempt to take out the VanSaar leader, once the chem fumes cleared the rogue doc was deceased, with VanSaar injured. Two new territories claimed, one roll at 2d6 per loot token.
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Each gang that had a loot token rolled to see if it contained a 'writ' of ownership to a territories:
Waste (Van Saar)
Smelting Works (Cawdor)
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